/Engine/Source/Runtime/Engine/Classes/PhysicalMaterials/PhysicalMaterialMask.h
Physical material masks are used to map multiple physical materials to a single rendering material
class UPhysicalMaterialMask : public [UObject](API\Runtime\CoreUObject\UObject\UObject)
TEnumAsByte< en...
AddressX
The addressing mode to use for the X axis.
TEnumAsByte< en...
AddressY
The addressing mode to use for the Y axis.
TObjectPtr< cla...
AssetImportData
Object properties.
TObjectPtr<UTe...
MaskTexture
Mask input texture, square aspect ratio recommended.
TUniquePtr< FPh...
MaterialMaskHandle
int32
UVChannelIndex
StaticMesh UV channel index to use when performing lookups with this mask.